the use of augmented reality to introduce wijaya kusuma flower

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The Use of Augmented Reality to Introduce Wijaya Kusuma Flower Sukian Wilujeng Universitas Wijaya Kusuma Surabaya [email protected] Dina Chamidah Universitas Wijaya Kusuma Surabaya Emmy Wahyuningtyas Universitas Wijaya Kusuma Surabaya Abstract. This paper describes the use of AR technology to develop multimedia learning material for the introduction of plant morphology structure, especially Wijaya Kusuma flower to college students. The subject of the research was 2nd-semester students. The framework to analyze the material against the studentsunderstanding of the parts of a flower and their functions with applications of Augmented Reality (AR) is a linear form of multimedia film and video as well as animation effects to reinforce the students’ understanding. AR application developed by problem-based learning methods included the stage of the analysis, design, development, and testing. The application of AR used images of 3D animation was designed using Autodesk 3ds Max and was built using the FLARToolkit flash program, Papaervision3D, and FLARGenerator. The findings showed that the prototype of Wijaya Kusuma flower as virtual objects inserted into the real environment in real- time had been gained. A thorough development is required to improve the application by applying AR into mobile applications. Keywords: augmented reality, wijaya kusuma flower, FLARToolkit INTRODUCTION Information and communication technologies evolve rapidly, which affects the range of existing media. It encourages people to get more creative in managing science and to be able to think effectively and efficiently to get along with the development of information and communication technology. The development of information and communication technology currently involves multimedia since it is more effective to convey information. One of the multimedia technologies developing at the moment is Augmented Reality. Augmented Reality is a technology which combines virtual objects of two-dimensional and three- dimensional. This technology is capable of presenting objects in a virtual world such as human-made animation object into the world or real environment [1]. Augmented Reality is an innovative form of human-machine interaction where information is presented to users through e. g. A head-mounted display. It occurs in a context-sensitive manner in accordance with and derived from the observed object, such as a part of an assembly environment. In this case, Augmented Reality replaces the traditional assembly manual and provides additional updated information which is relevant to the process such as pressure, temperature, rpm, etc. In addition to the situation-sensitive interaction, the use of computers enables AR applications to gain a high degree of mobility as well as process, measuring, or simulation data to support the workflow. Currently, AR has been a subject of individual research projects and a small number of application-specific industrial projects on a global scale of 5/6. The current state of the art and the available appliances in 2003 only permit a niche-oriented application of the technology. However, AR enables a new innovative form of human-machine interaction that not only places the individual in the center of the industrial workflow but also offers a high potential for process and quality improvements in production and process workflows. While Virtual Reality, especially in the development phases of a product, supports the design and improvement of products without any real environment, Augmented Reality focuses on the real product and the real environment and augments this reality in a situation-sensitive manner with information attached to the object which enables or facilitate the design, manufacture, or maintenance of an industrial product [2]. Augmented Reality or abbreviated as AR currently undergoes rapid development and has touched the life of one variety in the world of education. The AR technology can be used to build many productions using hardware camera or webcam to capture images or objects that have been designed. Presently, with the applications available on a smartphone make it easier to do a translation that will be designed later. The reason to use augmented reality is that the process is interactive, simple, effective, efficient, and potential to be used as a media training [3]. In addition, AR is a form of human interaction with new machines that bring new experiences for its users. The application of AR using cameras would detect a marker that has been created and displays a combination of real images with animation. The AR is applied in education because the virtue owned by combining real-world situations and a virtual object can be used to address problems in understanding lessons [4]. In today’s technological advancements, a number of innovative applications continue to emerge and support 6th International Conference on Community Development (ICCD 2019) Copyright © 2019, the Authors. Published by Atlantis Press. This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/). Advances in Social Science, Education and Humanities Research, volume 349 518

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Page 1: The Use of Augmented Reality to Introduce Wijaya Kusuma Flower

The Use of Augmented Reality to Introduce

Wijaya Kusuma Flower

Sukian Wilujeng Universitas Wijaya Kusuma Surabaya

[email protected]

Dina Chamidah Universitas Wijaya Kusuma Surabaya

Emmy Wahyuningtyas Universitas Wijaya Kusuma Surabaya

Abstract. This paper describes the use of AR

technology to develop multimedia learning material

for the introduction of plant morphology structure,

especially Wijaya Kusuma flower to college students.

The subject of the research was 2nd-semester

students. The framework to analyze the material

against the students’ understanding of the parts of a

flower and their functions with applications of

Augmented Reality (AR) is a linear form of

multimedia film and video as well as animation

effects to reinforce the students’ understanding. AR

application developed by problem-based learning

methods included the stage of the analysis, design,

development, and testing. The application of AR

used images of 3D animation was designed using

Autodesk 3ds Max and was built using the

FLARToolkit flash program, Papaervision3D, and

FLARGenerator. The findings showed that the

prototype of Wijaya Kusuma flower as virtual

objects inserted into the real environment in real-

time had been gained. A thorough development is

required to improve the application by applying AR

into mobile applications.

Keywords: augmented reality, wijaya kusuma flower,

FLARToolkit

INTRODUCTION

Information and communication technologies evolve

rapidly, which affects the range of existing media. It

encourages people to get more creative in managing

science and to be able to think effectively and efficiently

to get along with the development of information and

communication technology. The development of

information and communication technology currently

involves multimedia since it is more effective to convey

information. One of the multimedia technologies

developing at the moment is Augmented Reality.

Augmented Reality is a technology which combines

virtual objects of two-dimensional and three-

dimensional. This technology is capable of presenting

objects in a virtual world such as human-made animation

object into the world or real environment [1]. Augmented

Reality is an innovative form of human-machine

interaction where information is presented to users

through e. g. A head-mounted display. It occurs in a

context-sensitive manner in accordance with and derived

from the observed object, such as a part of an assembly

environment. In this case, Augmented Reality replaces

the traditional assembly manual and provides additional

updated information which is relevant to the process such

as pressure, temperature, rpm, etc. In addition to the

situation-sensitive interaction, the use of computers

enables AR applications to gain a high degree of mobility

as well as process, measuring, or simulation data to

support the workflow. Currently, AR has been a subject

of individual research projects and a small number of

application-specific industrial projects on a global scale

of 5/6. The current state of the art and the available

appliances in 2003 only permit a niche-oriented

application of the technology. However, AR enables a

new innovative form of human-machine interaction that

not only places the individual in the center of the

industrial workflow but also offers a high potential for

process and quality improvements in production and

process workflows. While Virtual Reality, especially in

the development phases of a product, supports the design

and improvement of products without any real

environment, Augmented Reality focuses on the real

product and the real environment and augments this

reality in a situation-sensitive manner with information

attached to the object which enables or facilitate the

design, manufacture, or maintenance of an industrial

product [2]. Augmented Reality or abbreviated as AR currently

undergoes rapid development and has touched the life of

one variety in the world of education. The AR

technology can be used to build many productions using

hardware camera or webcam to capture images or objects

that have been designed. Presently, with the applications

available on a smartphone make it easier to do a

translation that will be designed later. The reason to use

augmented reality is that the process is interactive,

simple, effective, efficient, and potential to be used as a

media training [3]. In addition, AR is a form of human

interaction with new machines that bring new

experiences for its users. The application of AR using

cameras would detect a marker that has been created and

displays a combination of real images with animation.

The AR is applied in education because the virtue owned

by combining real-world situations and a virtual object

can be used to address problems in understanding lessons

[4].

In today’s technological advancements, a number of

innovative applications continue to emerge and support

6th International Conference on Community Development (ICCD 2019)

Copyright © 2019, the Authors. Published by Atlantis Press. This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Advances in Social Science, Education and Humanities Research, volume 349

518

Page 2: The Use of Augmented Reality to Introduce Wijaya Kusuma Flower

education and learning. The application of using virtual

reality technology has greatly differentiated the

educational learning way compared to the traditional

computer-assisted instruction, for instance, abstract

concept simulation, virtual object manipulation, and

interactive 3D gaming system. Through innovative

technology-based learning, many learners may produce

effective learning, and based on this learning

effectiveness, more and more different kinds of

technology-transfer medium system were requested to

support learners in their computer-based learning system.

Therefore, Augmented Reality (AR) technology gains

attention in educational use because of its feature of

combing real-life situation and the characteristics of

virtual objects [5].

"Learning is a result of practices," it gives an

illustration that learning brings changes in performance,

and this change is a result of practices. Understanding

practice shows that there is an effort from individuals to

learn. Humans as living things have particular needs, and

humans tend to try to meet those needs. To achieve the

needs, humans will behave as the result of the learning

process [6]. According to Wahono [7], there are three

aspects and criteria for the standard of multimedia

learning assessment, namely issues of software

engineering, aspects of learning design, and elements of

visual communication. Based on the standards, the

learning multimedia products that exist today still have

disadvantages [6].

The use of multimedia, such as AR may improve the

students’ understanding and support the teaching and

learning process. AR is believed to have more

streamlined approaches with wider user adoption than

before due to the improvement in computer and

information technology [3]. Based on Sari’s finding, the

use of the AR application was effective to introduce five

senses towards elementary school students grade 4 [8].

Further, Azuma [9] stated that AR is a technology which

combines two or three dimensional and virtual objects

into a real three-dimensional environment and then

projects the virtual objects into real-like. AR allows the

users to see the virtual objects composited with the real

world. Therefore, AR supplements reality rather than

replace it. Ideally, it would appear to the user that the

virtual and real objects coexisted in the same space [10].

In addition, Sari [4] claimed that AR is a view directly or

indirectly from the physical objects by adding

information which can be displayed virtually. The

information displayed helps users to carry out activities

in the real world. Unlike virtual reality, which completely

replaces the fact, the AR partially add or complement a

reality.

FLAR Marker Generator is software used to create a

marker in AR applications that will be detected by

webcam when AR runs. Marker is fundamental in AR

applications. It is a file pattern that will be used as

orientation in attaching a 3D object. Marker made images

using image processing applications such as a paintbrush

or other instant image processing. This image contains a

pattern described and bordered by a thick black box.

On the other hand, Augmented Reality-Toolkit (AR-

ToolKit) is a library for displaying information in

combining the real world and cyberspace. FLARToolKit

is based on ARToolKit [11] and uses ActionScript 3.

FlarToolkit is a library that is used in the AR application

development to flash images and calculate the 3D

position and orientation.

This research aims to develop application based on

AR to introduce the structure of plant morphology and its

functions, especially Wijaya Kusuma flower, to college

students. By applying AR, the display pictures of flowers

became more tangible and eased the students to learn and

memorized the information about the structures and

functions of Wijaya Kusuma flower.

METHOD

The research development covers analysis, design,

development, and testing. The analysis stage focused on

the learning objectives, especially targets to be achieved

by the students. The design stage concentrated on the

subject, particularly the structure and function of the

parts of Wijaya Kusuma flower. The development stage

determined the application development, including the

presentation of learning using the developer tools to get

the expected implementation. The testing stage is

conducted to test the reliability of the application.

Figure 1: Stages of Problem-Based Learning

Hardware specification used in AR includes PC and

webcam. In this study, the PC used is ACER ASPIRE

4535 with specifications of AMD Turion X 2, VGA ATI

Radeon HD 3200 Graphics, RAM 2 GB, and attached

webcam. Printers are also required to print the markers.

Additionally, the software is also used, including

FlashDevelop to create AR, FLARToolkit and

Papervision 3D to be used as a library file, FLARToolkit

Actionscript 3 to deal with the language, Autodesk 3ds

Max to generate 3D images of Wijaya Kusuma flower,

and SWF file to show the result.

RESULT

The study has successfully created a prototype of

Wijaya Kusuma flower. Figure 2 shows the marker of

Wijaya Kusuma flower to represent the 3D object of

Wijaya Kusuma flower, as illustrated in Figure 3.

Advances in Social Science, Education and Humanities Research, volume 349

519

Page 3: The Use of Augmented Reality to Introduce Wijaya Kusuma Flower

Figure 2. The picture with and without Marker

Markers are made based on images of Wijaya

Kusuma flower taken from books or photographs. The

function of this marker is to mark images as the object to

be displayed. The two images, as shown in Figure 2, are

a comparison of the original image before and after being

marked. A yellow cross indicates the markers along the

edge of the flower petals. This marker is used as the basis

of its 3D form.

3D modeling is made to visualize objects using AR

technology. The modeling process used Blender 3D

software. The object of the 3D image made in this study

is the shape of the Wijaya Kusuma flower which is

placed in a pot so that the parts of the anatomy of the

Wijaya Kusuma flower look like leaves and stems as

shown in figure 3.

Figure 3. 3D Model of Wijaya Kusuma Flower

Figure 4 shows a 3D model of the blossoming petals.

This model is made close to its original size to make it

look real.

Figure 4. 3D Model of Petals

After the 3D modeling stage, the rendering process is

then carried out. The rendering process is the final

process for the entire modeling process. In this process,

the two 3D models that have been created earlier are

combined into one model. The result of the rendering

process after being combined is shown in figure 5.

Figure 5. Rendering Result

This stage is the process of making an AR model

from the rendering of the 3D shapes of the Wijaya

Kusuma flower using the Unity 3D software as a

development tool and Vuforia engine software to

produce 3D objects with augmented reality. As a result,

the Wijaya Kusuma flower object that has been modeled

in 3D will look real. The trial was carried out using a

microcomputer equipped with a USB camera. The result

of the trial showed that the 3D object of Wijaya Kusuma

flower with augmented reality was generated when a

tracking process occurs on the marker. The steps are,

first, we put the picture of Wijaya Kusuma flower in

front of the PC camera, then the software will work to

track and read the markers that have been made as shown

in figure 6.

Figure 6. Tracking Process before Object Found

If the software successfully traces based on the

database, then it can generate 3D models of flowers, as

shown in figure 7.

Figure 7. Generating 3D Model after Object Found

Advances in Social Science, Education and Humanities Research, volume 349

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Page 4: The Use of Augmented Reality to Introduce Wijaya Kusuma Flower

The next step is to create an animation process to

simulate the appearance of the Wijaya Kusuma flower.

The animation is the process of making movements on an

object so that it looks real. The animation process was

based on the 3D model of Wijaya Kusuma flower that

has been processed using Blender software.

After the animation was made, the final rendering

process was conducted, which included the final

calculation of the 3D model that has been given texture,

lighting, environment effect, and animation. Thus, the

results of the animation of the Wijaya Kusuma flower

looked real and attractive.

The description of the workflow in the introduction of

the AR to identify plant parts and functions, especially

Wijaya Kusuma flower, can be seen in Figure 8:

Figure 8: Introduction to workflow objects in AR

applications

CONCLUSION

The AR technology can be used by lecturers as a

teaching aid in the classroom to help students to have a

better understanding of plant morphology, particularly

the structures and function of Wijaya Kusuma flower.

The AR technology can be applied as an alternative

method other than the conventional learning method. The

result showed that the prototype of AR technology on

Wijaya Kusuma flower produced a real-look virtual

object. For the application improvement, a thorough

development is required by applying it into mobile

applications.

REFERENCES

[1] H. T, “Penerapan Teknologi Augmented Reality

sebagai Model Media Edukasi Kesehatan Gigi bagi

Anak,” Citec J., vol. 2, no. 1, p. 77, 2015.

[2] D. W. Friedrich, “ARVIKA - Augmented Reality

for Development, Production, and Service 1 Project

Overview and Vision.”

[3] L. Kangdon, “Augmented Reality in Education and

Training,” Tech Trends, vol. 56, no. 2, pp. 13–22,

2012.

[4] S. Wardani and M. W. Sari, “Pemanfaatan

Augmented Reality Pada Katalog Geometri,” Univ.

PGRI Yogyakarta, 2015.

[5] M. Paridah, A. Moradbak, A. . Mohamed, F. Abdul

Wahab Taiwo Owolabi, M. Asniza, and S. H..

Abdul Khalid, “We are IntechOpen, the world ’ s

leading publisher of Open Access books Built by

scientists , for scientists TOP 1 %,” Intech, vol. i,

no. Tourism, p. 13, 2016.

[6] A. Aliyanto, “Sistem Pembelajaran Algoritma Stack

dan Queue dengan Pendekatan Problem Based

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[7] Wahono Romi Satria, “Aspek dan Kriteria Penilaian

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kriteria-penilaian-media-pembelajaran/, vol. 6, pp.

6–21, 2006.

[8] W. S. Sari, I. N. Dewi, and A. Setiawan, “Berbasis

Augmented Reality untuk Pengenalan Pancaindra

dalam Mendukung Mata Pelajaran IPA Tingkat

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[9] R. T. Azuma, “Survey of Augmented Reality,”

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[10] Lyu Michael Irwin, T. T. Wong, E. Yau, and P. W.

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[11] K. Tomohiko, “Introduction to FLARToolKit

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Advances in Social Science, Education and Humanities Research, volume 349

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